class ItemStack;
class ActorUniqueID;
class LevelStorage;
class MapItemSavedData {
  char filler[512];

public:
  MapItemSavedData(ActorUniqueID);
  ~MapItemSavedData(){};
  void setLocked();
  void setPixel(unsigned int v, unsigned int x, unsigned int y); // use 0xffrrggbb
  void save(LevelStorage &);
  // Packet* getFullDataPacket() const; //may memory leak
};
/*
class MapItem{
        public:
        static ActorUniqueID getMapId(ItemStack const&);
};
*/
